godot/modules/openxr/scene/openxr_composition_layer.h

106 lines
4.2 KiB
C++

/**************************************************************************/
/* openxr_composition_layer.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef OPENXR_COMPOSITION_LAYER_H
#define OPENXR_COMPOSITION_LAYER_H
#include <openxr/openxr.h>
#include "scene/3d/node_3d.h"
class MeshInstance3D;
class Mesh;
class OpenXRAPI;
class OpenXRCompositionLayerExtension;
class OpenXRViewportCompositionLayerProvider;
class SubViewport;
class OpenXRCompositionLayer : public Node3D {
GDCLASS(OpenXRCompositionLayer, Node3D);
SubViewport *layer_viewport = nullptr;
bool enable_hole_punch = false;
MeshInstance3D *fallback = nullptr;
bool should_update_fallback_mesh = false;
bool openxr_session_running = false;
Dictionary extension_property_values;
bool _should_use_fallback_node();
void _create_fallback_node();
void _reset_fallback_material();
void _remove_fallback_node();
protected:
OpenXRAPI *openxr_api = nullptr;
OpenXRCompositionLayerExtension *composition_layer_extension = nullptr;
OpenXRViewportCompositionLayerProvider *openxr_layer_provider = nullptr;
static void _bind_methods();
void _notification(int p_what);
void _get_property_list(List<PropertyInfo> *p_property_list) const;
bool _get(const StringName &p_property, Variant &r_value) const;
bool _set(const StringName &p_property, const Variant &p_value);
virtual void _on_openxr_session_begun();
virtual void _on_openxr_session_stopping();
virtual Ref<Mesh> _create_fallback_mesh() = 0;
void update_fallback_mesh();
static HashSet<SubViewport *> viewports_in_use;
public:
void set_layer_viewport(SubViewport *p_viewport);
SubViewport *get_layer_viewport() const;
void set_enable_hole_punch(bool p_enable);
bool get_enable_hole_punch() const;
void set_sort_order(int p_order);
int get_sort_order() const;
void set_alpha_blend(bool p_alpha_blend);
bool get_alpha_blend() const;
bool is_natively_supported() const;
virtual PackedStringArray get_configuration_warnings() const override;
virtual Vector2 intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const;
OpenXRCompositionLayer();
~OpenXRCompositionLayer();
};
#endif // OPENXR_COMPOSITION_LAYER_H